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This shelf tool sets up a sparse pyro simulation of a small scale smoke simulation emulating dry ice bubbling out of a cosmopolitan glass and sinking to the ground.
Important Nodes ¶
glass_model1
The glass_model1 node generates three outputs. A pyro source, a
liquid geo
so it looks like the glass is full, and the glass itself for rendering and to create collisions.
gasvelocityscale1
The gasvelocityscale1 node controls the speed of the dry ice as it gets closer to the ground.
gasfieldwrangle1
Inside the pyrosolver1, it uses the height of the simulation to create a new
mask
field. This mask
is used by gasvelocityscale1 as a control field to speed up or slow down the smoke simulation.
Learning from this example ¶
To... | Do this |
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Control bubbling speed and intensity |
Adjust the Amplitude and Pulse Duration parameters on the mountain1 node. |
Control source velocity |
Adjust the Source Scale parameter on the Sourcing tab in the Source 4: vel section of the pyrosolver1 node. |
Adjust the smoke stickiness |
Dive inside the |
Visualize velocity going into pyro simulation |
View |
Note
Increasing the resolution of the pyro simulation will cause the dry ice to stay closer to the ground.